Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
1,654 Comments
Tuff-Luck  [author] Aug 18 @ 7:47pm 
It's far to integrated into the scripting to make any major changes now. There is an interface that jumps the camera around to the area's you may desire and is easily missed. it starts minimized as just one button on the right above the main interface. I find there are three areas that need to be focused on (Map, Player Board and Offers), and when you do the other areas generally are no longer relevant There are odd cases, but while I'm focused on combat at my player board, I'm not interested in the map or card offers. There's also plenty of tool tips and relevant information to reduce the need to jump around as much as possible. I think if you pushed through you will find it's the best that can be achieved in the TTS space.
The Wise Wolf Aug 18 @ 2:01pm 
"everything" as in both the whole map and play area? That sounds like a nightmare unless you have a huuuuge monitor, tbh.
Aruz Aug 18 @ 1:56pm 
I think this would need an interface overhaul. the one and only reason I keep playing the real version is that I can look at everything with a glance, without scrolling. Do yoy think it should be possible to optimize the layout and the objects dimension to have almost everything on a single screenview? That would be absolute perfection
Tuff-Luck  [author] Aug 12 @ 9:47pm 
There’s not much I can suggest. Load the mod with “mod caching” turned off, will re download all the assets (images mostly) again. No one else is complaining, so the problem lies on your machine somewhere.
波蘭林正英 Aug 12 @ 8:00am 
I encountered some issues during loading access and then the program automatically closes. What should I do?
KilThrall Aug 11 @ 7:25am 
No idea, i think i tried goldyx and the shaman/goblin dude (cant recall his name, i think he might be from an expansion, not sure since i just selected random for now). Tbf i subscribed to the mod like 4 months ago and only now learned it so i might be on an older version for some reason too
Tuff-Luck  [author] Aug 11 @ 7:01am 
Strange, I just loaded and double checked. The Random Tovak skills I looked at still had tool tips. I can't really think why you would be missing them.
KilThrall Aug 11 @ 4:47am 
The skills dont seem to have tooltips tho. Which was why I found it weird, most other stuff has super useful ones but the skills just dont, or at least not the ones I found so far.
Tuff-Luck  [author] Aug 11 @ 3:43am 
lots of useful tooltips can be found if you pause for a second.
Tuff-Luck  [author] Aug 11 @ 3:42am 
or,just hover your cursor on a skill and read the tool tip.
KilThrall Aug 10 @ 10:09am 
Oh Idk how i didnt see it before, yeah its below the play area, ty
The Wise Wolf Aug 10 @ 9:53am 
There is a cheat sheet with all skills of your current character somewhere in the table iirc.
KilThrall Aug 10 @ 9:44am 
Hey, the mod is amazing. I just learned the game and it seems quite cool, but I havent been able to find anywhere in the mod where skills are explained. Do i need to find the skills descriptions somewhere else? Or what am i missing?
Just to make sure, by skills i mean the rectangles you get every other level that are character specific, i am not sure if thats the official name since I only played one solo reconossaince game so far
The Wise Wolf Aug 2 @ 1:50pm 
@Nut
You need to set your TTS to portugese I think.
iirc this uses the built-in translation framework, so uses your TTS language.
Nut Aug 2 @ 12:24pm 
how to put the game in portuguese? thanks for the wonderfull mod!
Easy (nCore) Jul 12 @ 5:36am 
This mod looks incredible!
dedrop Jun 27 @ 1:44pm 
Start of current turn would be great. Maybe also the point where the script started a combat/interaction by moving tokens to your board?
Groule Jun 25 @ 11:56am 
Sorry, my post was confused...
I meant best option to me are :

- rewind to start of current turn
- rewind to start of current round


Thanks
Groule Jun 24 @ 10:12am 
Hi and congrats for this wonderful job you made .

To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.

Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...

Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
Tuff-Luck  [author] Jun 21 @ 7:07am 
If I were to script a rewind system into my mod, which points would be useful to rewind to? I can only think of three:-
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).

I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.

I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
The Wise Wolf Jun 9 @ 9:26am 
Interesting approach.
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
dedrop Jun 9 @ 9:23am 
For me, rewinding is exactly how I pre-plan before committing. I try things out (without new reveals) and, if it doesn't work out, rewind back to start. Easier than manually dragging everything back to its place.
dedrop Jun 9 @ 9:21am 
The Wise Wolf: this one does a great job. Rarely any issues. The only challenge is that, between its and my fiddling, there are enough snapshots that I often have to hit back several times to rewind what I thought of as "one thing". Which is why it does take some back-load-back-load-... to find something like the start of a combat.
The Wise Wolf Jun 9 @ 7:38am 
I never thought about it like that, but I guess it makes sense rewinding is just like loading.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Tuff-Luck  [author] Jun 9 @ 7:33am 
Just posted a fix. That toggle button now unlocks the rewards claimed button, allowing the script to continue. Thanks for the report, hope not too many people got caught in that bug.

Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.
Max(UA) Jun 8 @ 2:32pm 
English screenshot https://ibb.co/hF7ygpLv
Max(UA) Jun 8 @ 2:21pm 
Hey Tuff-Luck, we know that the "End scenario" button is toggled, when we click again in the "Scenario not finished" position - the "Rewards received" button is inactive. We think that the script is broken, but no errors are displayed to us. https://ibb.co/xS1MpXDQ
The Wise Wolf Jun 8 @ 12:27pm 
Wait, you use rewinds regularly? I dread rewinding any scripted mod and honestly 99% of the time just forget TTS even has that function.
dedrop Jun 8 @ 11:55am 
Fascinating on the audio. I'll have to track it down.

Confirm that the block of buttons on the upper left is now draggable! Sadly, though, all the UI components jump back to their original place on each rewind. So I have to move them, hit rewind, wait for the load to see if that was far enough, move them again to rewind again, and so on. Technically workable, but kinda rough when trying to find the right rewind to the start of a combat or the like.
Tuff-Luck  [author] Jun 7 @ 5:42pm 
Hey Max(UA), I'm up for moving it, but I'm not sure where. Do you realise it is a toggle button? Click it again and it will go back to normal, even if it's a few turns latter (you might have skipped the dummy though ;-)
"the script breaks" can you give me more details? Was there an error message with a line number?
Tuff-Luck  [author] Jun 7 @ 5:35pm 
Thanks Dedrop. Audio is the one thing this mod doesn't touch. My guess is you have loaded a playlist of music from another mod and it hasn't unloaded itself. There's not much I can do from my end.
Max(UA) Jun 7 @ 12:31pm 
Thank you for scriptы game, but сan you please move the "end scenario" button from the player menu, we are trying to play for the second time and because of the high ping we accidentally click on it and the scripts break
dedrop Jun 7 @ 10:28am 
Amazing, thank you! From a naive reading of Volkare's rules, I thought he always retreats straight back from the assault, but I can imagine there are odd cases. Look forward to trying it! :-)

As an aside, I get a lot of AudioClip errors with "cannot connect to destination host". Is that expected?

Finally, I want to say again how great a job you've done here. What keeps impressing me is the design principle you chose and consistently stuck to. It's inspired: not just that you didn't try automating everything, which is likely intractable; but that you chose to automate strictly cleanup and maintenance, never text on deed cards (except to flag when it interferes with cleanup, like Steady Tempo). Even when you might have automated some, or some common mechanic in them like reputation effects, you apparently resisted the temptation. And the result is fantastic because it's more reliable and, most important, instantly predictable. Really excellent work.
Tuff-Luck  [author] Jun 6 @ 9:28am 
OK, I could see multiple options for Volkare retreating in my test games, so leaving it up to the player is my preferred option. You should find a reminder during reward claim when appropriate. Plus I've got all the interfaces drag able now. As a bonus I found (and fixed) the interface being wrong when Volkare attacked a city with a spell draw.
Tuff-Luck  [author] Jun 4 @ 8:21pm 
It’s been a while since I coded Volkare, and I can’t remember what I was planning. I think if there were multiple options for where Volkare could move, I left it up to the player. I’ll need to look into it because as you say it might need an end of turn reminder. The interface can be updated pretty easily though.
dedrop Jun 4 @ 3:55pm 
Phenomenal work! Love it on my Steam Deck. Two requests/issues, if I may. First, would it be possible to make the UI block with the Feedback, Help, Switch Table, etc. buttons draggable or collapsible like the other UI controls? They currently block my rewind button. Second, should Volkare automatically move a space away from the city when you rebuff his assault? I saw the note at the start of my turn to do this, but since the script seems to know where Volkare is and how many units he has I wasn't sure if it was meant to be automated. If not, would it be possible to add a reminder to the contextual end of turn list? Thanks!
The Wise Wolf Jun 2 @ 1:16pm 
Yes, all the solo modes from the actual game are supported.

And I (and probably many more) would argue that Mage Knight is best played as a solo game. At best coop. The pvp rules are a mess and the game gets very long with more than 2 players (espcially if they aren't very experienced with it yet).
PetrGasparik Jun 2 @ 1:05pm 
Is there any support for solo play?
SoverFA Apr 21 @ 6:48am 
I found the solution in one of thje discussions, now works. Thank you all for this amazing work, its astounding
Tuff-Luck  [author] Apr 21 @ 6:34am 
My guess is you have downloaded a custom Spanish language. Try again with the standard {es} - Spanish. It's too difficult a task to support different versions of the same language I'm afraid.
SoverFA Apr 21 @ 3:58am 
I have my language setting in spanish, but still the game is in english, how i do to play the game in spanish
amalloy Apr 11 @ 12:23am 
Fantastic mod, gotta be the best I've played for any game. The scripting handles tons of tedious things for you expertly, and if you make a mistake or disagree with the script, it always respects your choice to move stuff around yourself to get things back in the right state.
The Wise Wolf Mar 27 @ 3:13pm 
@Firat
Iirc the language is based on your TTS language (if it's available).
Osimhen Mar 27 @ 2:55pm 
How can I change the language to german in game? Is it possible tho?=
Le Quack Mar 24 @ 9:55am 
esto es increible
Khalthehunted332 Mar 13 @ 10:51am 
You do great scripting! These games need to focus more on scripts like in this game!
Tuff-Luck  [author] Mar 12 @ 9:02pm 
That would be great, all my skills are in scripting, not you tube videos. The few things out there are pretty old too.
Khalthehunted332 Mar 12 @ 8:54pm 
Ok I think I found the problem. My resolution maybe was too low or there was something in the options maybe?? Anyway Now I can try and figure out how to play this game right and maybe I'll make a 10 min tutorial about it and put in on youtube. (ALL THE OTHER ONES ARE 1 HOUR!!):UnhappyMask:
Tuff-Luck  [author] Mar 12 @ 7:32pm 
Once the mod has fully loaded, a menu pops up automatically. My guess is my mage knight splash screen was covering your load % and you didn’t quite reach 100%. Otherwise it might be something stopping the scripts from running within your settings?
Khalthehunted332 Mar 12 @ 6:13pm 
How do you start the game? Am I on a wrong resolution? What should I use? How do you start or get menus?